Max Payne, whose name and disposition are particularly well-suited to
a videogame action star, is back after an extended sabbatical, and
things have changed for the grizzled and cynical hero. He’s got a new
look, a new job, and new hands crafting his fate with Rockstar taking
over for original developer Remedy.
Does the third part in this
hardboiled saga deliver the right kind of Payne?
Max Payne’s sordid and often violent memories take the setting and
story back and forth through time. As soon as he’s got things mentally
sorted out, he’s pissed off the mafia, fled the country, gone to work as
a bodyguard for a rich and powerful family in Brazil, and hit a new
all-time low marked by lies, losses, and double-crosses. Plot is
delivered through extended cutscenes and Max’s own glibly cynical
internal monologue.
There’s some dark stuff here, but the game pushes its sensational
material so hard that it sometimes appears to be mocking itself, and the
transformation signified by Max shaving his head is a hard sell. His
motives for methodically gunning down hundreds of human targets shift
ever-so-subtly, but the bloody tone of gameplay continues
unchanged--other than a dramatic spike in the number of slain Brazilian
cops.
The plot eventually comes full-circle to the opening scene, but by
that time the meaning and impact have taken nearly as many hits as Max
himself. He’s a flawed hero, sure, but no matter how much pathos the
story lays on, Max Payne’s defining feature is his remarkable talent for
killing.
Max Payne 3’s story mode clocks in at 8 to 10 hours, feeling a bit
drawn out due to lengthy cutscenes that serve to obscure obvious loading
times and the incredible number of goons standing in your way. Plot
clues and golden gun parts can be collected for minor rewards, but
searching them out feels contrary to your purpose, and Max himself is
quick to berate you for lollygagging.
The impact of the action is dulled
through repetition, but the truly sour notes are generally balanced out
by a handful of standout gun-battles and striking moments.
Surprisingly, the game’s secondary modes end up shining brighter than
the story, highlighted by a multiplayer game type called Gang Wars that
stages a series of battles between two sides using sets from the
single-player game. Objectives change based on who wins or loses each
match, and each team victory earns a small advantage in the
winner-take-all final showdown. Meanwhile, Payne Killer mode is an
asymmetrical game of tag, which, along with typical deathmatch and
single-player challenge modes, rounds out the additional content.
It bears mention that manually tweaking options can substantially
affect your overall experience. Aiming assistance is almost necessary
for the default difficulty setting in the against-all-odds single-player
game, while free-aim creates an appropriate test of skill for
competitive multiplayer.
Max Payne still fires tandem weapons with deadly efficiency, and
bullet-time acrobatics give him an edge over softer-boiled men, but
nonetheless, times have changed. You’ll still be tempted to pull off the
signature slow-motion dives simply because they look really cool, but
in most situations fun takes a backseat to survival. When it’s do or die
against a group of lethal thugs, this old dog’s old tricks just can’t
cut it. Grazing any surface during a dive will snap you out of your
slow-mo trance, and if he lands near cover, Max clumsily stands up and
briefly exposes himself before hunkering down behind a waist-high
barrier.
Certain crowded, smaller spaces can lend themselves to bullet-dodging
ballet, but you’ll frequently find yourself in wide-open environments,
fighting against hyper-aware and accurate enemies that engage you at
range, know how to use cover, and do their best to flank you. As you
progress through the game, enemies toughen up considerably, shrugging
off bullets like insect bites and leaving you even less confident about
leaping headfirst into battle. The smarter, more effective, and
infinitely less-thrilling option is to grab some cover and slow down
time to get slow-mo headshots, which, like aiming in general, never
feels quite as fluid or easy as it should.
Custom-made bullet-time sequences do occasionally bend the rules to
give Max a few dilated moments of glory, but other pre-programmed bits
expose rough, laughable seams when the player doesn’t behave the way the
game intends. You’ll also repeatedly see your cover blown during a
cutscene and have to deal with the resulting mess, sometimes finding a
different weapon in your hands when the game gives you back the
controls.
The health system is one carried-over mechanic that still works.
Health doesn’t regenerate, so you’ll consume painkillers to stay in the
game. Pill popping also powers a last stand mechanic, giving you a
chance to take out the enemy that killed you and come back from the
brink.
The game’s biggest problems simply don’t come up in multiplayer. In
addition to offering a better environment for slow-mo acrobatics, which
function in multiplayer thanks to an exceedingly clever implementation,
players have powers with interesting effects--stuff like revealing enemy
positions or making you appear friendly to your unsuspecting foes. The
one real annoyance here is the long, slow grind to level up in order to
unlock new equipment and customize your weapons. That aside, playing
with other human beings is unquestionably the superior option.
Max Payne 3 treats its cutscenes with a distinctive style that
distorts images, staggers action across comic-like panels, and tosses
seemingly random words and phrases onto the screen. Maybe the intention
is to simulate the perspective of an aging, drug-addled boozehound
besieged by an overstimulating electronic world. Whatever it’s meant to
convey, the constant visual effects are tiresome, needlessly distracting
and way overdone.
Outside the cinematics things look a bit less cheesy, with the
possible exception of Max’s gaudy Hawaiian shirt. Densely detailed
environments and impressively realistic animations rival the best in the
business, and bullets tear into office supplies and human bodies in
surprisingly convincing ways. Close-range executions hit with violent,
sudden impact, and the gruesome kill-cam that caps off victorious
gunfights seems determined to live up to the blatant pun in the game’s
title.
The famed Max Payne is still capable of getting the job done, but he
has a bit of a hard time fitting into the framework he’s been given
here. Attempting a character study of a deeply flawed action hero is an
interesting gamble that just doesn’t pay off, and the single-player
experience continually struggles with leveraging the character’s
identity or unique skills. So it’s got some issues. That said, the
surprisingly entertaining multiplayer modes and a virtuoso treatment of
extreme violence stand out as legitimate highpoints.
It all basically
comes down to your tolerance for pain.
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GAMEPLAY VIDEO:
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